Link to Ledger: Ledger
Character Name: Jack MacCalister
XP Level: 4
XP Points: 8,501 (The Apothecary 1 October 2020)
Next Level @ XP: 14,301
Sentiments/Non-Humans: Depends on the individual, I’ve seen the worst and best of them.
Sentiments/Coalition: Who is that now boyo, some kind of boogieman?
Sentiments/Splugorth & Atlantis: Likely they’re all bad, but I don’t know any other life no more so, I’ll make do with them, until something changes.
Disposition: Schemer; Always considering a new plan for power or profit.
P.S.: 15 21 While wearing armor
P.P.: 14 18 While wearing armor
Speed: 11 33 While wearing armor
Weight: 160 lbs
Description: Average height, thin scared and tattooed. Jack MacCalister is a dreadfully unattractive man, with his short brown hair in a rough short mowhak, his face is scared from his life as a slave. Irish as he most commonly known tends to wear the clothes of a mechanic, his profession and trade, even if it's under the mindset of slavery.
Perception: 31% (+3%)
Invoke Trust/Intimidate: 20%
Max. Encumbrance: 48 lbs
Max. Carrying Weight: 150 lbs 420 lbs While wearing armor
Max. Lifting Weight: 300 lbs 840 lbs While wearing armor
Max. Jumping Ability: Lengthwise: 7.5' 15.75' While wearing armor Height: 3.75' 7.875' While wearing armor
The Operator can slap together solid temporary repairs in half the time that last twice as long. See the Jury-Rig skill for details.
Find Parts and Components.
+20% to Find Contraband related to vehicular M.D. weapons, M.D.C. materials, power supplies, communications systems, electronics, generators, fuel, mechanical parts and components. This bonus is added to his normal Find Contraband skill whenever such items are involved. Gets these items at a discount - 30% off as a professional courtesy from most other Operators and the Black Market, 50% discount from junkyards and salvage companies, and a 65% discount if he trades at least 12 hours of his time to work at a garage, machine shop, or factory for free. Every 12 hours he puts in, he can get up to 100,000 credits worth of parts or materials at the discount (that's 35,000 credits, his cost).
Recognize Machine Quality.
An exclusive skill that enables the Operator to tell if an item is new or used, defective, rebuilt, low or high quality, a fair price, and whether it's exactly what he needs or not. Skill applies to most vehicles, machines, parts, tools, and electronics.
Base Skill: 61% +3% per level of experience.
Repair and Soup-Up Machines & Vehicles.
• Repairs for Cheap: Can completely repair most parts, machines and vehicles at a cost of 25% of its original list price (plus his time if he ' s charging for it; typically another 30% to 50%). Requires the right parts and time to make the repair.
• Replace M.D.C. on the main body and key sections at a cost of 1,200 credits per every one M.D.C. point restored. Cannot exceed the original M.D.C. amount.
• Add M.D.C. to brand new vehicles and body armor. The percentage increase depends on the Operator's level of skill and experience; +5% at levels 2, 4, 6, 8, 10, 12, and 14 .
• Maximize Performance. Can tweak a vehicle or most any machine to perform better. Can increase Spd 20%, range (of weapons, radio signals, sensors, etc.) by 10%, reduce weight by 10%, and add one extra weapon or feature per each body area of a vehicle or standing fortification (front/nose, mid-section, rear section, top/roof, bottom/undercarriage, and wing).
Minor Psychic Sensitive
Language: Native: Euro 95% (+1%)
Language : Other: Dragonese/Elven 65% (+5%)
Basic Math 80% (+5%)
Computer Operation 65% (+5%)
*Literacy: Euro 55% (+5%)
Computer Repair 55% (+5%)
Electrical Engineer 70% (+5%)
*Advanced Mathematics 60% (+5%)
Find Contraband 53% (+4%)
Jury-Rig 70% (+5%)
Mechanical Engineer 60% (+5%)
Pilot: Hovercraft 80% (+5%)
Pilot: Hovercycle 94% (+3%)
Pilot: Robots & Power Armor 80% (+3%)
Radio: Basic 75% (+5%)
Sensory Equipment 65% (+5%)
Weapons Engineer 55% (+5%)
W.P. Energy Pistols
Hand to Hand : Expert
O.C.C. Related Skills
Robot Mechanics 45% (+5%)
Field Armorer & Munitions Expert 65% (+5%)
*Basic Mechanics 55% (+5%)
Demolitions 74% (+3%)
Robot Combat (Basic)
Robot Electronics 55% (+5%)
Computer Hacking 50% (+5%)
Pick Locks 40% (+5%)
Computer Programming 45% (+5%)
Prowl 40% (+5%) 40% While wearing Armor.
Barter 36% (+4%; 1st lvl)
[4th] Metalwork and Forge 30% (+3%)
HTH Type: Expert
Number of Attacks: 4 5 While wearing armor
Initiative Bonus:+0 +3 While wearing armor
Strike Bonus: +2 +4 While wearing armor
Parry Bonus: +3 +6 While wearing armor
Dodge Bonus: +3 +6 While wearing armor
HTH Damage Bonus: +0 +6 While wearing armor
Bonus to Roll w/Punch: +2 +8 While wearing armor
Bonus to Pull a Punch: +3
Bonus to Disarm: +2 +5 While wearing armor
Other: Kick (1D8 S.D.C.), Karate Punch (1D6 S.D.C.)
Robot Combat Data: Basic
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
W.P. Blunt (+2 to Strike, +2 to Parry)
W.P. Energy Pistols (+2 to Strike)
Saving Throw Bonuses
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +0
Psionics (varies): +0
Horror Factor (varies): +0